X-Git-Url: https://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fworld%2Fworld.cpp;h=a17b0cb1f6e2a19f64676f5b575f8f2c11cca8ee;hb=0d580658b896dfec07466c31ae4847455724ee95;hp=4ac765c325635cddfe112a7efaee014ca526454f;hpb=712000879e89895fee2e364aa6b5db48a1f81b8b;p=blank.git diff --git a/src/world/world.cpp b/src/world/world.cpp index 4ac765c..a17b0cb 100644 --- a/src/world/world.cpp +++ b/src/world/world.cpp @@ -19,6 +19,7 @@ #include #include #include +#include #include @@ -109,8 +110,6 @@ void Entity::TurnHead(float dp, float dy) noexcept { void Entity::SetHead(float p, float y) noexcept { state.pitch = p; state.yaw = y; - // TODO: I feel like this could be delayed - UpdateModel(); } glm::mat4 Entity::Transform(const glm::ivec3 &reference) const noexcept { @@ -126,20 +125,13 @@ Ray Entity::Aim(const Chunk::Pos &chunk_offset) const noexcept { return Ray{ glm::vec3(transform[3]), -glm::vec3(transform[2]) }; } -void Entity::UpdateModel() noexcept { - state.AdjustHeading(); - state.orient = glm::quat(glm::vec3(0.0f, state.yaw, 0.0f)); - if (model) { - model.EyesState().orientation = glm::quat(glm::vec3(state.pitch, 0.0f, 0.0f)); - } -} - void Entity::Update(float dt) { UpdateTransforms(); UpdateHeading(); if (HasController()) { GetController().Update(*this, dt); } + UpdateModel(dt); } void Entity::UpdateTransforms() noexcept { @@ -151,7 +143,7 @@ void Entity::UpdateTransforms() noexcept { if (model) { view_transform = model.EyesTransform(); } else { - view_transform = glm::eulerAngleX(state.pitch); + view_transform = toMat4(glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f))); } } @@ -166,6 +158,84 @@ void Entity::UpdateHeading() noexcept { } } +void Entity::UpdateModel(float dt) noexcept { + // first, sanitize the pitch and yaw fields of state (our input) + // those indicate the head orientation in the entity's local cosystem + state.AdjustHeading(); + // TODO: this flickers horrible and also shouldn't be based on velocity, but on control force + //OrientBody(dt); + OrientHead(dt); +} + +void Entity::OrientBody(float dt) noexcept { + // maximum body rotation per second (due to velocity orientation) (90°) + constexpr float max_body_turn_per_second = PI_0p5; + const float max_body_turn = max_body_turn_per_second * dt; + // minimum speed to apply body correction + constexpr float min_speed = 0.0625f; + // use local Y as up + const glm::vec3 up(model_transform[1]); + if (speed > min_speed) { + // check if our orientation and velocity are aligned + const glm::vec3 forward(-model_transform[2]); + // facing is local -Z rotated about local Y by yaw and transformed into world space + const glm::vec3 facing(normalize(glm::vec3(glm::vec4(rotateY(glm::vec3(0.0f, 0.0f, -1.0f), state.yaw), 0.0f) * transpose(model_transform)))); + // only adjust if velocity isn't almost parallel to up + float vel_dot_up = dot(Velocity(), up); + if (std::abs(1.0f - std::abs(vel_dot_up)) > std::numeric_limits::epsilon()) { + // get direction of velocity projected onto model plane + glm::vec3 direction(normalize(Velocity() - (Velocity() * vel_dot_up))); + // if velocity points away from our facing (with a little bias), flip it around + // (the entity is "walking backwards") + if (dot(facing, direction) < -0.1f) { + direction = -direction; + } + // calculate the difference between forward and direction + const float absolute_difference = std::acos(dot(forward, direction)); + // if direction is clockwise with respect to up vector, invert the angle + const float relative_difference = dot(cross(forward, direction), up) < 0.0f + ? -absolute_difference + : absolute_difference; + // only correct by half the difference max + const float correction = glm::clamp(relative_difference * 0.5f, -max_body_turn, max_body_turn); + if (ID() == 1) { + std::cout << "orientation before: " << state.orient << std::endl; + std::cout << "up: " << up << std::endl; + std::cout << "forward: " << forward << std::endl; + std::cout << "facing: " << facing << std::endl; + std::cout << "direction: " << direction << std::endl; + std::cout << "difference: " << rad2deg(relative_difference) << "°" << std::endl; + std::cout << "correction: " << rad2deg(correction) << "°" << std::endl; + std::cout << std::endl; + } + // now rotate body by correction and head by -correction + state.orient = rotate(state.orient, correction, up); + state.yaw -= correction; + } + } +} + +void Entity::OrientHead(float dt) noexcept { + // maximum yaw of head (90°) + constexpr float max_head_yaw = PI_0p5; + // use local Y as up + const glm::vec3 up(model_transform[1]); + // if yaw is bigger than max, rotate the body to accomodate + if (std::abs(state.yaw) > max_head_yaw) { + float deviation = state.yaw < 0.0f ? state.yaw + max_head_yaw : state.yaw - max_head_yaw; + // rotate the entity by deviation about local Y + state.orient = rotate(state.orient, deviation, up); + // and remove from head yaw + state.yaw -= deviation; + // shouldn't be necessary if max_head_yaw is < PI, but just to be sure :p + state.AdjustHeading(); + } + // update model if any + if (model) { + model.EyesState().orientation = glm::quat(glm::vec3(state.pitch, state.yaw, 0.0f)); + } +} + EntityController::~EntityController() { @@ -656,17 +726,63 @@ World::EntityHandle World::RemoveEntity(EntityHandle &eh) { void World::Render(Viewport &viewport) { DirectionalLighting &entity_prog = viewport.EntityProgram(); - entity_prog.SetLightDirection(light_direction); entity_prog.SetFogDensity(fog_density); + glm::vec3 light_dir; + glm::vec3 light_col; + glm::vec3 ambient_col; for (Entity &entity : entities) { glm::mat4 M(entity.Transform(players.front().GetEntity().ChunkCoords())); if (!CullTest(entity.Bounds(), entity_prog.GetVP() * M)) { + GetLight(entity, light_dir, light_col, ambient_col); + entity_prog.SetLightDirection(light_dir); + entity_prog.SetLightColor(light_col); + entity_prog.SetAmbientColor(ambient_col); entity.Render(M, entity_prog); } } } +// this should interpolate based on the fractional part of entity's block position +void World::GetLight( + const Entity &e, + glm::vec3 &dir, + glm::vec3 &col, + glm::vec3 &amb +) { + Chunk *chunk = chunks.Get(e.ChunkCoords()); + if (!chunk) { + // chunk unavailable, so make it really dark and from + // some arbitrary direction + dir = glm::vec3(1.0f, 2.0f, 3.0f); + col = glm::vec3(0.025f); // ~0.8^15 + return; + } + glm::ivec3 base(e.Position()); + int base_light = chunk->GetLight(base); + int max_light = 0; + int min_light = 15; + glm::ivec3 acc(0, 0, 0); + for (glm::ivec3 offset(-1, -1, -1); offset.z < 2; ++offset.z) { + for (offset.y = -1; offset.y < 2; ++offset.y) { + for (offset.x = -1; offset.x < 2; ++offset.x) { + BlockLookup block(chunk, base + offset); + if (!block) { + // missing, just ignore it + continue; + } + // otherwise, accumulate the difference times direction + acc += offset * (base_light - block.GetLight()); + max_light = std::max(max_light, block.GetLight()); + min_light = std::min(min_light, block.GetLight()); + } + } + } + dir = acc; + col = glm::vec3(std::pow(0.8f, 15 - max_light)); + amb = glm::vec3(std::pow(0.8f, 15 - min_light)); +} + namespace { PrimitiveMesh::Buffer debug_buf;